In computer graphics, it is often an advantage to calculate refractions directly, especially when the application is time-critical or when line graphics have to be displayed. We specify efficient formulas and parametric equations for the...
moreIn computer graphics, it is often an advantage to calculate refractions directly, especially when the application is time-critical or when line graphics have to be displayed. We specify efficient formulas and parametric equations for the refraction on straight lines and planes. Furthermore, we develop a general theory of refractions, with reflections as a special case. In the plane case, all refracted rays are normal to a characteristic conic section. We investigate the relation of this conic section and the diacaustic curve. Using this, we can deduce properties of reciprocal refraction and a virtual object transformation that makes it possible to produce 2D-refraction images with additional depth information. In the three-dimensional case, we investigate the counter image of a straight line. It is a very special ruled surface of order four. This yields results on the order of the refrax of algebraic curves and on the shading of refracted polygons. Finally, we provide a formula for the diacaustic of a circle.